Resilience

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Resilience Icon.png

Resilience is an armor stat. It determines Titan class ability cooldown and the damage resistance against combatants and when breaking out of Stasis.

Resilience Tiers

Resilience[1]
Resilience Tier 0 1 2 3 4 5 6 7 8 9 10
Health 70
Shield 115 116 117 118 119 120 122 124 126 128 130
Shield Capacity Increase 0% 1% 2% 3% 4% 5% 6% 8% 10% 12% 13%
Total HP 185 186 187 188 189 190 192 194 196 198 200
  • Note: Shield Capacity Increase is as quoted in game

Changing Resilience

The primary source of Resilience is from a player's armor. There are multiple options to increase Resilience.

Mods

Mods form the primary way to increase Resilience outside of intrinsic armor stats.

Mod Resilience Increase
Resilience Mod +10
Minor Resilience Mod +5
Resilience-Forged* +3

* Requires the Artifice Armor perk to drop before the mod can be socketed.

Fragments

Certain Fragments can increase Resilience while others can decrease Resilience.

Fragment Resilience Changes
Echo of Leeching +10
Echo of Persistence -10 (Titans only)
Ember of Empyrean -10
Ember of Mercy +10
Ember of Wonder +10
Spark of Feedback +10
Spark of Focus -10 (Titans only)
Whisper of Conduction +10
Whisper of Impetus +10
Thread of Binding +10
Thread of Warding -10

Change in Gun Interactions

While differences in Guardian health between tiers is minimal, in the Crucible the minor differences change important gun interactions. In general, higher tiers of resilience will cause certain architypes to increase the number of headshots required to reach optimal Time to Kill(TTK) or outright require more shots to land. For example, an Aggressive Frame Hand Cannon can kill with 1 Head shot + 2 Body shots up to 4 Resilience. A guardian with 5 Resilience can survive this interaction which means that the interaction changes to 2 Head + 1 Body shot.

Hand Cannons

Frame RPM Head Body Damage
Aggressive 120 1 2 191
Adaptive 140 2 1 187
Precision 180 2 2 190

Scout Rifles

Frame RPM Head Body Damage
High-Impact 150 3 0 204
Precision 180 3 1 200
Lightweight 200 3 1 193
Rapid Fire 260 4 0 188
Rapid Fire 260 3 2 197

Pulse Rifles

Frame RPM Head Body Damage
High-Impact 340 4 2 188
Adaptive 390 5 2 195
Lightweight 450 7 1 191
Aggressive 450 6 2 194
Rapid Fire 540 8 0 192
Rapid Fire 540 7 2 196

Minimum Required to Always Kill

Scout Rifles:

  • High-Impact (150rpm): 3HS (204 dmg).
  • Precision (180rpm): 3HS 2BS (235 dmg).
  • Lightweight (200rpm): 4HS (216 dmg).
  • Rapid-Fire (260rpm): 4HS 1BS (216 dmg).

Pulse Rifles:

  • High-Impact (340 rpm): 5HS 1BS (202 dmg).
  • Adaptive (390 rpm): 6HS 1BS (206 dmg).
  • Lightweight (450 rpm): 7HS 2BS (207 dmg).
  • Aggressive (450 rpm): 7HS 1BS (205 dmg).
  • Rapid-Fire (540 rpm): 8HS 1BS (206 dmg).

Hand Cannons:

  • Aggressive (120 rpm): 2HS 1BS (232dmg).
  • Adaptive (140 rpm): 3HS (210dmg).
  • Precision (180 rpm): 3HS 1Bs (209 dmg).

Submachine Gun:

  • Precision (600 rpm): 9 HS (207 dmg)
  • Aggressive (750 rpm): 9HS 1 BS(213 dmg)
  • Adaptive (900 rpm): 9HS 3BS (204 dmg)
  • Lightweight (900 rpm): 9HS 3BS (204 dmg)

Sidearms:

  • Precision (260 rpm): 3 HS 1 BS (209 dmg)
  • Adaptive (300 rpm): 4 HS (204 dmg)
  • Aggressive Burst (325 rpm): 4 HS 1 BS (213 dmg)
  • Lightweight (360 rpm): 4 HS 1 BS (211 dmg)
  • Suros Rapid-Fire (450 rpm): 6 HS (210 dmg)
  • Adaptive Burst (491 rpm): 6 HS 1 BS (212 dmg)

Auto Rifles:

  • High-Impact (360 rpm): 6 HS (210 dmg)
  • Precision (450 rpm): 7 HS (203 dmg)
  • Adaptive (600 rpm): 9 HS (207 dmg)
  • Rapid-Fire (720 rpm): 10 HS 1 BS (213 dmg)

Notes


References

  1. "Weapon Stats Spreadsheet." Destiny Massive Breakdowns, maintained by Mercules904, Beyond Light, Accessed 15 May 2021.

Stats
Weapon Stats AttackImpactRangeStabilityHandlingReload SpeedBlast RadiusVelocityCharge TimeSwing SpeedGuard ResistanceGuard EnduranceCharge RateMagazineRounds Per MinuteDraw TimeAccuracyZoomInventory SizeAim AssistanceRecoil DirectionAirborne EffectivenessShield Duration
Armor Stats Defense (Armor)MobilityResilienceRecoveryDisciplineIntellectStrength